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Eminent Domain Escalation Expansion Review

Eminent Domain Escalation ExpansionStats:
No. of players: 2-5
Amount of time to play: 60 min
Age requirements: 10+
Set-up time: 5 minutes

Escalation is the first expansion for Eminent Domain. It adds some new planets, new technology cards, a fifth player and more.

Eminent Domain Escalation Rules Description:

I assume you have played Eminent Domain. If you haven’t, read my overview and review here. This post deals with the new things added to the game in the Escalation expansion.

One of the biggest changes with the expansion is the ships are now different. There are three classes of ships, fighter, destroyer and battlecruiser. They are represented by the different-sized miniatures. When you begin the game you get a fleet tile. It lets you use your action to upgrade your ships. You can even research improved fleet abilities that help you upgrade faster and more often.

You might be wondering why you need new classes of ships. Well the new planets answer that question. There are three new planets types, civilized, hostile and bustling. A civilized planet can be taken over with a battlecruiser or colonized with four cards. Hostile planets may only be taken over with a destroyer. You cannot colonize them. And bustling planets may be taken over with a destroyer or colonized with four cards.

Once colonized the new planets grant you some new actions. Colonized planets give you the Peace Treaty ability. This ability scores you a VP every time you dissent a Warfare action. Hostile planets get you a replenishing fighter slot. This ship may be spent whenever you like and refills at the start of your turn.

New Technology cards are added in Escalation and may be paid with by discarding ships or using the normal research role. Some require you to have settled at least one of each planet type.

Scenario cards are also included in this expansion. These give each player a different starting configuration.

Lastly the game has a new end condition. After the game end triggers you complete that round. Then everyone gets one final turn.

Quick Review of Eminent Domain Escalation:

Eminent Domain Escalation adds a lot of fun new elements to the base game. The new planets, new technologies and ship types all add strategic depth to the game.

The components are in line with those from the original game. There are even a few errata cards and an errata sticker for the role board. It is nice to see errors fixed instead of glossed over. The rules are easy to read and follow and the box is great. I like getting such a small box that still has a lot in it.

My favorite additions are the new ship types and the peace treaty ability. Though these are opposite strategies it is nice that you can concentrate on warfare and have new options available. Or downplay warfare and still get VPs for being peaceful.

The new technologies add some nice variety and the diverse planet tech improves the survey action. Now there is even more reason to see as many planets as possible.

For those with a good amount of experience with Eminent Domain the scenario cards are a nice way to mix things up. You might feel forced down a certain path but it causes you to try new strategies and not rely on your old standby tactics.

If you like Eminent Domain you should buy the Escalation expansion. I think it improves the game and I would not play Eminent Domain again without it.

Score and synopsis: (Click here for an explanation of these review categories.)
Strategy 4 out of 6
Luck 4 out of 6
Player Interaction 4 out of 6
Replay Value 5 out of 6
Complexity 4 out of 6
Fun 5 out of 6
Overall 5 out of 6

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2 Responses to “Eminent Domain Escalation Expansion Review”

  1. Naomi says:

    Did you find that the new expansion made the colonize option too powerful? We found after several games that it made warfare useful in a way that it wasn’t previously (unless several people were going warfare and you could play off of their roles). We found that the colonize route became too powerful with the addition of the technologies and planets that allow players to get points for dissenting warfare roles. Colonize has an advantage in the game because it gets cards out of the deck, while warfare cards always stay in the deck and start to fill it up later in the game.

  2. Jason C says:

    I think the potency of Colonize it depends on your group and the planets you are getting via survey.

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